WebGLRenderingContext

The WebGLRenderingContext interface provides an interface to the OpenGL ES 2.0 graphics rendering context for the drawing surface of an HTML element.

MDN Reference

Types

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object Companion

Properties

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open external val canvas: EventTarget
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Functions

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open external fun activeTexture(texture: GLenum)
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open external fun attachShader(program: WebGLProgram, shader: WebGLShader)
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open external fun bindAttribLocation(program: WebGLProgram, index: GLuint, name: String)
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open external fun bindBuffer(target: GLenum, buffer: WebGLBuffer?)
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open external fun bindFramebuffer(target: GLenum, framebuffer: WebGLFramebuffer?)
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open external fun bindRenderbuffer(target: GLenum, renderbuffer: WebGLRenderbuffer?)
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open external fun bindTexture(target: GLenum, texture: WebGLTexture?)
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open external fun blendColor(red: GLclampf, green: GLclampf, blue: GLclampf, alpha: GLclampf)
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open external fun blendEquation(mode: GLenum)
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open external fun blendEquationSeparate(modeRGB: GLenum, modeAlpha: GLenum)
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open external fun blendFunc(sfactor: GLenum, dfactor: GLenum)
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open external fun blendFuncSeparate(srcRGB: GLenum, dstRGB: GLenum, srcAlpha: GLenum, dstAlpha: GLenum)
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open external fun bufferData(target: GLenum, data: AllowSharedBufferSource?, usage: GLenum)

open external fun bufferData(target: GLenum, size: GLsizeiptr, usage: GLenum)
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open external fun bufferSubData(target: GLenum, offset: GLintptr, data: AllowSharedBufferSource)
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open external fun clear(mask: GLbitfield)
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open external fun clearColor(red: GLclampf, green: GLclampf, blue: GLclampf, alpha: GLclampf)
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open external fun clearDepth(depth: GLclampf)
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open external fun clearStencil(s: GLint)
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open external fun colorMask(red: GLboolean, green: GLboolean, blue: GLboolean, alpha: GLboolean)
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open external fun compileShader(shader: WebGLShader)
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open external fun compressedTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, data: ArrayBufferView<ArrayBufferLike>)
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open external fun compressedTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, data: ArrayBufferView<ArrayBufferLike>)
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open external fun copyTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei, border: GLint)
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open external fun copyTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei)
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open external fun createShader(type: GLenum): WebGLShader?
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open external fun cullFace(mode: GLenum)
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open external fun deleteBuffer(buffer: WebGLBuffer?)
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open external fun deleteFramebuffer(framebuffer: WebGLFramebuffer?)
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open external fun deleteProgram(program: WebGLProgram?)
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open external fun deleteRenderbuffer(renderbuffer: WebGLRenderbuffer?)
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open external fun deleteShader(shader: WebGLShader?)
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open external fun deleteTexture(texture: WebGLTexture?)
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open external fun depthFunc(func: GLenum)
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open external fun depthMask(flag: GLboolean)
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open external fun depthRange(zNear: GLclampf, zFar: GLclampf)
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open external fun detachShader(program: WebGLProgram, shader: WebGLShader)
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open external fun disable(cap: GLenum)
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open external fun drawArrays(mode: GLenum, first: GLint, count: GLsizei)
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open external fun drawElements(mode: GLenum, count: GLsizei, type: GLenum, offset: GLintptr)
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open external fun enable(cap: GLenum)
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open external fun finish()
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open external fun flush()
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open external fun framebufferRenderbuffer(target: GLenum, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: WebGLRenderbuffer?)
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open external fun framebufferTexture2D(target: GLenum, attachment: GLenum, textarget: GLenum, texture: WebGLTexture?, level: GLint)
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open external fun frontFace(mode: GLenum)
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open external fun generateMipmap(target: GLenum)
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open external fun getActiveAttrib(program: WebGLProgram, index: GLuint): WebGLActiveInfo?
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open external fun getAttribLocation(program: WebGLProgram, name: String): GLint
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open external fun getBufferParameter(target: GLenum, pname: GLenum): JsAny?
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open external fun getError(): GLenum
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fun <T : EXT_float_blend> WebGLRenderingContextBase.getExtension(<unused var>: T? = null): T
fun <T : EXT_frag_depth> WebGLRenderingContextBase.getExtension(<unused var>: T? = null): T
fun <T : EXT_sRGB> WebGLRenderingContextBase.getExtension(<unused var>: T? = null): T
fun <T : OVR_multiview2> WebGLRenderingContextBase.getExtension(<unused var>: T? = null): T
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inline fun <T : EXT_blend_minmax> WebGLRenderingContextBase.getExtensionOrNull(<unused var>: T? = null): T?
inline fun <T : EXT_float_blend> WebGLRenderingContextBase.getExtensionOrNull(<unused var>: T? = null): T?
inline fun <T : EXT_frag_depth> WebGLRenderingContextBase.getExtensionOrNull(<unused var>: T? = null): T?
inline fun <T : EXT_sRGB> WebGLRenderingContextBase.getExtensionOrNull(<unused var>: T? = null): T?
inline fun <T : OES_fbo_render_mipmap> WebGLRenderingContextBase.getExtensionOrNull(<unused var>: T? = null): T?
inline fun <T : OES_texture_float> WebGLRenderingContextBase.getExtensionOrNull(<unused var>: T? = null): T?
inline fun <T : OVR_multiview2> WebGLRenderingContextBase.getExtensionOrNull(<unused var>: T? = null): T?
inline fun <T : WEBGL_debug_shaders> WebGLRenderingContextBase.getExtensionOrNull(<unused var>: T? = null): T?
inline fun <T : WEBGL_depth_texture> WebGLRenderingContextBase.getExtensionOrNull(<unused var>: T? = null): T?
inline fun <T : WEBGL_draw_buffers> WebGLRenderingContextBase.getExtensionOrNull(<unused var>: T? = null): T?
inline fun <T : WEBGL_lose_context> WebGLRenderingContextBase.getExtensionOrNull(<unused var>: T? = null): T?
inline fun <T : WEBGL_multi_draw> WebGLRenderingContextBase.getExtensionOrNull(<unused var>: T? = null): T?
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open external fun <T : JsAny?> getExtensionOrNullUnsafe(name: String): T?
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open external fun getFramebufferAttachmentParameter(target: GLenum, attachment: GLenum, pname: GLenum): JsAny?
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open external fun getParameter(pname: GLenum): JsAny?
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open external fun getProgramInfoLog(program: WebGLProgram): String?
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open external fun getProgramParameter(program: WebGLProgram, pname: GLenum): JsAny?
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open external fun getRenderbufferParameter(target: GLenum, pname: GLenum): JsAny?
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open external fun getShaderInfoLog(shader: WebGLShader): String?
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open external fun getShaderParameter(shader: WebGLShader, pname: GLenum): JsAny?
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open external fun getShaderPrecisionFormat(shadertype: GLenum, precisiontype: GLenum): WebGLShaderPrecisionFormat?
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open external fun getShaderSource(shader: WebGLShader): String?
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open external fun getSupportedExtensions(): ReadonlyArray<JsString>?
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open external fun getTexParameter(target: GLenum, pname: GLenum): JsAny?
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open external fun getUniform(program: WebGLProgram, location: WebGLUniformLocation): JsAny?
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open external fun getVertexAttrib(index: GLuint, pname: GLenum): JsAny?
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open external fun getVertexAttribOffset(index: GLuint, pname: GLenum): GLintptr
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open external fun hint(target: GLenum, mode: GLenum)
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open external fun isBuffer(buffer: WebGLBuffer?): GLboolean
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open external fun isContextLost(): Boolean
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open external fun isEnabled(cap: GLenum): GLboolean
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open external fun isFramebuffer(framebuffer: WebGLFramebuffer?): GLboolean
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open external fun isProgram(program: WebGLProgram?): GLboolean
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open external fun isRenderbuffer(renderbuffer: WebGLRenderbuffer?): GLboolean
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open external fun isShader(shader: WebGLShader?): GLboolean
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open external fun isTexture(texture: WebGLTexture?): GLboolean
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open external fun lineWidth(width: GLfloat)
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open external fun linkProgram(program: WebGLProgram)
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open external fun makeXRCompatibleAsync(): Promise<Void>
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open external fun pixelStorei(pname: GLenum, param: GLboolean)
open external fun pixelStorei(pname: GLenum, param: GLint)
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open external fun polygonOffset(factor: GLfloat, units: GLfloat)
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open external fun readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: ArrayBufferView<ArrayBufferLike>?)
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open external fun renderbufferStorage(target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei)
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open external fun sampleCoverage(value: GLclampf, invert: GLboolean)
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open external fun scissor(x: GLint, y: GLint, width: GLsizei, height: GLsizei)
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open external fun shaderSource(shader: WebGLShader, source: String)
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open external fun stencilFunc(func: GLenum, ref: GLint, mask: GLuint)
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open external fun stencilFuncSeparate(face: GLenum, func: GLenum, ref: GLint, mask: GLuint)
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open external fun stencilMask(mask: GLuint)
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open external fun stencilMaskSeparate(face: GLenum, mask: GLuint)
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open external fun stencilOp(fail: GLenum, zfail: GLenum, zpass: GLenum)
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open external fun stencilOpSeparate(face: GLenum, fail: GLenum, zfail: GLenum, zpass: GLenum)
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open external fun texImage2D(target: GLenum, level: GLint, internalformat: GLenum, format: GLenum, type: GLenum, source: TexImageSource)

open external fun texImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pixels: ArrayBufferView<ArrayBufferLike>?)
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open external fun texParameterf(target: GLenum, pname: GLenum, param: GLfloat)

open external fun texParameterf(target: GLenum, pname: GLenum, param: GLenum)
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open external fun texParameteri(target: GLenum, pname: GLenum, param: GLint)

open external fun texParameteri(target: GLenum, pname: GLenum, param: GLenum)
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open external fun texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, format: GLenum, type: GLenum, source: TexImageSource)

open external fun texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: ArrayBufferView<ArrayBufferLike>?)
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open external fun uniform1f(location: WebGLUniformLocation?, x: GLfloat)
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open external fun uniform1fv(location: WebGLUniformLocation?, v: Float32List)
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open external fun uniform1i(location: WebGLUniformLocation?, x: GLint)
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open external fun uniform1iv(location: WebGLUniformLocation?, v: Int32List)
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open external fun uniform2f(location: WebGLUniformLocation?, x: GLfloat, y: GLfloat)
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open external fun uniform2fv(location: WebGLUniformLocation?, v: Float32List)
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open external fun uniform2i(location: WebGLUniformLocation?, x: GLint, y: GLint)
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open external fun uniform2iv(location: WebGLUniformLocation?, v: Int32List)
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open external fun uniform3f(location: WebGLUniformLocation?, x: GLfloat, y: GLfloat, z: GLfloat)
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open external fun uniform3fv(location: WebGLUniformLocation?, v: Float32List)
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open external fun uniform3i(location: WebGLUniformLocation?, x: GLint, y: GLint, z: GLint)
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open external fun uniform3iv(location: WebGLUniformLocation?, v: Int32List)
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open external fun uniform4f(location: WebGLUniformLocation?, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat)
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open external fun uniform4fv(location: WebGLUniformLocation?, v: Float32List)
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open external fun uniform4i(location: WebGLUniformLocation?, x: GLint, y: GLint, z: GLint, w: GLint)
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open external fun uniform4iv(location: WebGLUniformLocation?, v: Int32List)
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open external fun uniformMatrix2fv(location: WebGLUniformLocation?, transpose: GLboolean, value: Float32List)
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open external fun uniformMatrix3fv(location: WebGLUniformLocation?, transpose: GLboolean, value: Float32List)
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open external fun uniformMatrix4fv(location: WebGLUniformLocation?, transpose: GLboolean, value: Float32List)
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open external fun useProgram(program: WebGLProgram?)
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open external fun validateProgram(program: WebGLProgram)
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open external fun vertexAttrib1f(index: GLuint, x: GLfloat)
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open external fun vertexAttrib1fv(index: GLuint, values: Float32List)
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open external fun vertexAttrib2f(index: GLuint, x: GLfloat, y: GLfloat)
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open external fun vertexAttrib2fv(index: GLuint, values: Float32List)
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open external fun vertexAttrib3f(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat)
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open external fun vertexAttrib3fv(index: GLuint, values: Float32List)
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open external fun vertexAttrib4f(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat)
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open external fun vertexAttrib4fv(index: GLuint, values: Float32List)
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open external fun vertexAttribPointer(index: GLuint, size: GLint, type: GLenum, normalized: GLboolean, stride: GLsizei, offset: GLintptr)
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open external fun viewport(x: GLint, y: GLint, width: GLsizei, height: GLsizei)